Joined: Dec 2009 Gender: Male Posts: 156 Karma: 19
Re: Building NPCs « Reply #2 on Dec 24, 2009, 3:14pm »
In any kind of point based system, I never worry about "balancing" the NPCs. I just give them what they oughtta have. (This advice is actually given explicitly in Savage Worlds, but I think it's good for a lot of games).
In any kind of point based system, I never worry about "balancing" the NPCs. I just give them what they oughtta have. (This advice is actually given explicitly in Savage Worlds, but I think it's good for a lot of games).
What you said.
When it comes right down to it, NPCs, villains, and aliens in the game based on stuff from the tv series should have what they need to have. A case in point is the Ice Warriors/Lords that I created, where they have stats and all that I based on the episodes of the series that featured them. The same will be true of the Hartnell Doctor that I've been statting up.
----- "You know, I am so constantly outwitting the opposition, I tend to forget the delight and satisfaction of the arts... the gentle art of fisticuffs." - The Doctor (The Romans)
Joined: Dec 2009 Gender: Male Posts: 51 Location: Perth, Western Australia Karma: 8
Re: Building NPCs « Reply #4 on Dec 25, 2009, 1:21am »
Okay, thanks.
I'm used to D&D where NPCs are built with less points and less equipment, so they're usually less of a challenge for PCs, balanced out by being much more plentiful. Everyone has a Challenge Rating to show their absolute level of difficulty (usually in combat, though it works for other opposed situations).
I guess in DWAITAS an NPC or monster would be built the same way: less points, less of a challenge; more points, more of a challenge (in combat, conversation, research, etc). A Catkind is less dangerous than a Dalek, after all. Though it doesn't matter as much here, or at all.
Curufea 11th Incarnation Godfather member is offline
Research Librarian for the Book of the War Apocrypha
Joined: Dec 2009 Gender: Male Posts: 1,188 Location: Australia Karma: 42
Re: Building NPCs « Reply #5 on Dec 25, 2009, 9:57am »
I'm from the "stat only as needed, and rarely even then" school of GMing. I do tend to do a lot of my difficult number basing on a priority of- Do I want them to succeed? Is it a good enough roll? If I fail them, will it be more interesting to see what they do next? After that, I tend to look at what the difficulty would like be based on circumstance and the characters involved (ie simulation of the universe).
In any kind of point based system, I never worry about "balancing" the NPCs. I just give them what they oughtta have. (This advice is actually given explicitly in Savage Worlds, but I think it's good for a lot of games).
Allen
they say this in the mutants and masterminds rulebook as well. certainly is easier than traditional d20.
In any kind of point based system, I never worry about "balancing" the NPCs. I just give them what they oughtta have. (This advice is actually given explicitly in Savage Worlds, but I think it's good for a lot of games).
Especially for a game as rules-light as this one. One can easily use the scales in the GM Guide to determine just where on each scale the NPC lies, and compare them to the character sheets provided so that you can see what the Attributes are. Skills can be assigned based on their role in the adventure, as can Traits. This game was built for thick-and-fast character modeling.
If you are creating a recurring foe, so much the better to do the modeling. Just don't forget to give him a plausible escape route.
The Tenth Doctor: "I gave them the wrong warning. I should have told them to run, as fast and as far as they can. Run and hide, because the monsters are coming."
Curufea 11th Incarnation Godfather member is offline
Research Librarian for the Book of the War Apocrypha
Joined: Dec 2009 Gender: Male Posts: 1,188 Location: Australia Karma: 42
Re: Building NPCs « Reply #8 on Jan 12, 2010, 3:46am »
"plausability of escape route" is may vary in interpretation and practice, however